Acolytes worship deities. You worship darker things. Whether devoted to a demon lord, a being from beyond the scope of reality, or a powerful lich, a cult is usually condemned by the society it operates in, and therefore tries to remain covert. When you make a cultist, think about why you joined the cult, and whether you're still part of it or have since left. Most cults don't take kindly to deserters, so if you abandon your cult, you might have to watch your back for them trying to make you pay or bring you back into the fold.
- Skill Proficiencies: Deception, Religion
- Tool Proficiencies: Poisoner's kit
- Languages: Choose one exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)
- Equipment: A set of common clothes, a sacrificial dagger, robes, five sticks of incense, and a pouch containing 10 gp
Think about what your cult worships, or roll on the Subjects of Devotion table.
| d10 | Subject of Worship |
|---|---|
| 1 | A demon lord |
| 2 | An archdevil |
| 3 | A lich or other powerful undead creature |
| 4 | A Great Old One |
| 5 | A colony of mind flayers |
| 6 | An archfey |
| 7 | A herald of Elemental Evil |
| 8 | Yuan-ti |
| 9 | A chromatic dragon |
| 10 | A deity despised by your society |
During your time as a cultist, you have learned a variety of secret handshakes, passphrases, and occult symbols used by your cult to identify fellow members or leave simple messages. This knowledge might also help you when investigating other cults, as you can identify their codes and signals more easily—although this doesn't mean you can also interpret them.
Suggested Characteristics
Use the tables for the acolyte background in the Player's Handbook as the basis for your cultist's traits and motivations, modifying the entries when appropriate to suit your identity as a cultist.
Previous Versions
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